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DA Version PC 1.03 / Console 1.02 Bug/Error Reporting Thread *unofficial*


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#76
AreleX

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true, i shall stop withholding information to benefit myself

hire us!

#77
ISI-Society

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I remember one specific occasion, where Anders, Merrill and Varric were surrounded with Shades (lots of them). Merrill and Varric were fighting back, but Anders activated Haste and then just stood there and did nothing. I waited a couple of seconds just to see, if he would start to attack at some pont, but he didn't. Only after I moved my squad to a new position, did he start attacking again on his own. I don't remember other instances specifically, but I usually noticed it, when my (all ranged) squad was being overrun with mobs, so I had to come back to help them out. And as I said, I mostly noticed this issue with Anders.

I play on Xbox.


Edit: These were the tactics I was using (from AreleX's updated 1.02/1.03 Berserker Vanguard build). Behavior was set to aggressive for all.

Anders:
Self: Health <50% - Deactivate: Vengeance
Self: Health <25% - Use Potion
Self: Mana or stamina <10% - Use: Lyrium Potion
Hawke: Health <10% - Heal
Varric (or Sebastian/Isabela): Health <25% - Heal
Enemy: Clustered with at least three enemies - Glyph of Paralysis <-- Looks a bit suspicious
Enemy: DISORIENTED - Walking Bomb
Enemy: DISORIENTED - Spirit Bolt
Enemy: DISORIENTED - Stonefist
Self: At least one enemy is alive - Haste
Enemy: Clustered with at least three enemies - Fireball
Enemy: Target between medium and long range - Firestorm
Enemy: STAGGERED (or Clustered 3+) - Chain Lightning
Self: Health >=50% - Activate - Vengeance
Self: Any - Activate: Heroic Aura
Self: Mana or stamina >=50% - Skip tactics
Self: Health >=75% - Martyr
Enemy: Using ranged attack - Attack


QUESTION: is there any possibility that your combo of platform, software version, and difficulty level might be enabling friendly fire effect for those glyphs of paralysis ?

I ask because to my eyes (which are admittedly inexperienced with modes enabling friendly fire) I see a permutation in your anders tactic list in which nobody is injured enough to be need healing, no enemies are staggered or disoriented, and if the only enemies present are clustered at short range around himself, merrill and/or varric, and are using melee (rather than ranged attacks), it looks like anders *might* be inadvertantly paralyzing himself (or others), and subsequently appear to do nothing further, from an offensive standpoint, until the glyph expires.

If FF is possible for glyphs, try disabling the glyph of paralysis line, and see if that prevents what you're observing.

Modifié par ISI-Society, 25 juin 2011 - 03:02 .


#78
SuicidalBaby

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the gylphs are not ff capable. the issue is either in the behavior script, a tactic conflict with the repeated situation or in the combat engine somewhere.

#79
FJVP

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The issue described above is only present with ranged behavior, I've had it cause me many troubles before, particularly with Anders (what a surprise!). It seems to only trigger when they're cornered or the space they have available to run is too small, probably because the script to run is constantly activating due to the close proximity of enemies. I play on the 360, btw.

Modifié par FJVP, 25 juin 2011 - 03:52 .


#80
AreleX

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question for issue with my tactics guy: are you using dog? is martyr firing?

Modifié par AreleX, 25 juin 2011 - 04:09 .


#81
SuicidalBaby

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actually the behavior presented is in fact Aggressive, not Ranged. The very cause of the problem described is unique to this recent patch and the changes to the combat engine. The tactics are merely exposing the bug under specific repeatable circumstances.

Ranged has its own bag of issues with general play styles, but it is functioning as intended. What was intended just happens to fit a very limited selection of areas within the game. Problems concerning Ranged behavior come from the poor application and understanding of how it works.

From experience, it is a wide open spaces only behavior script, generally outside or very large rooms.

Modifié par SuicidialBaby, 25 juin 2011 - 04:21 .


#82
Xalen

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Another one:
- Master traps in the back room of De Launcet mansion and at the entrance to the Forgotten Lair require 50 CUN (or 40 + trap disarm item) instead of 40 to disarm
- it's a feature, not a bug

And two very minor:
- Reining It In - entrance to the back alley is on the far east side of the Docks, but when you exit the alley you appear on west side, at the same door where Castilion Landing is.
Edit: found this on the wiki, suppose it's known.

- Best Served Cold, warehouse part: the sign above the "exit area" door says "Lowtown", when in fact it's "Docks".

Modifié par Xalen, 25 juin 2011 - 03:40 .


#83
SuicidalBaby

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- Master traps in the back room of De Launcet mansion and at the entrance to the Forgotten Lair require 50 CUN (or 40 + trap disarm item) instead of 40 to disarm

intended. not a bug.  sorry to be curt, but I've seen posts by devs that confirm it is not a bug.

It is 44 btw

Modifié par SuicidialBaby, 25 juin 2011 - 03:24 .


#84
SuicidalBaby

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Not being able to give Hawke a customized first name, that is.
I don't know if it's connected, or just a random occurrence, but as soon as the character customization screen pops up, if you head straight to the name selection, it works just fine. The problem only occurred with me when I headed to the Import selection first, and then tried to customize the name.


reported in the xbox tech forum. can anyone confirm?

#85
ISI-Society

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Another one:
- Master traps in the back room of De Launcet mansion and at the entrance to the Forgotten Lair require 50 CUN (or 40 + trap disarm item) instead of 40 to disarm


What platform ?

I completed my 2nd playthru on PS3 just under 2 weeks ago, and I can't remember varric being unable to open any of the master chests he encountered. I had his cunning in the 40-43 range for most of act 3 (40 at the start of act 3, plus a rune of valiance a bit later and an item granting +1 to attributes shortly thereafter). He was never at 50 Cun, and I don't think I missed encountering the chests you mention.

Strange.

#86
SuicidalBaby

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Last I was aware of, the number is actually 44 for the final traps in the game, not 50.

#87
Xalen

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SuicidialBaby wrote...

- Master traps in the back room of De Launcet mansion and at the entrance to the Forgotten Lair require 50 CUN (or 40 + trap disarm item) instead of 40 to disarm

intended. not a bug.  sorry to be curt, but I've seen posts by devs that confirm it is not a bug.

It is 44 btw


Ah, ok then, thanks

Anyway, it seems I've found a bug with my version of the game only, because I just re-tested, and even 49 is not enough for me :D

#88
SuicidalBaby

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that is odd. I guess it will need to be revisited.

ill see if i can track down the post.

Modifié par SuicidialBaby, 25 juin 2011 - 04:58 .


#89
ISI-Society

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My bad BTW ... you guys were discussing traps, and my eyes read it as chests.

/me scuffs toe in dirt.

#90
Relix28

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More bug reports (Xbox360)

- Isabela's romance outfit (still) not changing after romance. Have to use Maker's Sigh for outfit to change.
- During "Gamlen's greatest treasure" quest, sometimes Mekel's corpse won't appear after the fight in Darktown. Therefore his body can't be looted and quest can't be completed. You have to revert to your previous save, if you wish to complete it. This one happened to me on my last playthrough.

#91
SuicidalBaby

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lol I cant find it, i did read it once. its just buried in some random thread though, lol.

If mister barret could confirm/deny that those traps are bugged, I'm sure we would all appreciate it.

#92
SuicidalBaby

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Relix28 wrote...

More bug reports (Xbox360)

- Isabela's romance outfit (still) not changing after romance. Have to use Maker's Sigh for outfit to change.
- During "Gamlen's greatest treasure" quest, sometimes Mekel's corpse won't appear after the fight in Darktown. Therefore his body can't be looted and quest can't be completed. You have to revert to your previous save, if you wish to complete it. This one happened to me on my last playthrough.


can someone confirm either of these reports?

#93
FJVP

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I can say that the first one didn't happen to me, never experienced the second one. And I just got another bug: if you select the same location in which you currently are while on the map, the game will "freeze" (I don't know the correct term). I couldn't select another location or exit the map after doing that.

Modifié par FJVP, 25 juin 2011 - 10:15 .


#94
Valeria Cousland

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This is a major PS3 one: My stats are shrinking!!!

One my latest level up it had my dex and cunning at 30 and 29, when I KNOW I had them at least at 31 and 30, because I made sure to do that to be able to equip better daggers and to unlock chests. So I looked several saves back, and yup, it was higher before. Sometime in Act 2 after I finished Dissent (but before the final convo with Anders in it), and right before I got Anders' kiss and home visit. Sometime between then and starting Fenris' side quest.

Could this be related to the Isabela bug? I got her Friend Bonus icon in my Abilities screen, but my attack speed hasn't lessened, as far as I can tell.

#95
nightscrawl

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SuicidialBaby wrote...

Last I was aware of, the number is actually 44 for the final traps in the game, not 50.


Yepper. You can get away with 43 if you use the freebie ring in the Black Emporium with +1 cunning.

#96
SuicidalBaby

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Valeria Cousland wrote...

This is a major PS3 one: My stats are shrinking!!!

One my latest level up it had my dex and cunning at 30 and 29, when I KNOW I had them at least at 31 and 30, because I made sure to do that to be able to equip better daggers and to unlock chests. So I looked several saves back, and yup, it was higher before. Sometime in Act 2 after I finished Dissent (but before the final convo with Anders in it), and right before I got Anders' kiss and home visit. Sometime between then and starting Fenris' side quest.

Could this be related to the Isabela bug? I got her Friend Bonus icon in my Abilities screen, but my attack speed hasn't lessened, as far as I can tell.


going to need more information about the situation.
gear with +stats would be the best place to start.

the isabela bug was fixed.

#97
SuicidalBaby

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ps3
FF
- On nightmare difficulty, party members can no longer suffer more than 75% of their health in damage from a single friendly-fire attack.
Merrill just took 2100 damage from a walking bomb on a raider assassin in the wounded coast.
Anders was hit by the same explosion, but only took the 75% damage.
I was controlling Merrill during the event.

Modifié par SuicidialBaby, 26 juin 2011 - 02:08 .


#98
Valeria Cousland

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Okay, I think I may have figured out the culprit. When I compared my last save with my correct stats with the one after it, ALL my stats had decreased by one.

And what did I take off in between those two saves? The Ring of Resilience, which gives +1 to all attributes, +2% magic resistance.

Still, just in case, I'll list everything I was wearing before the shrinkage:

Superior Dwarven Dagger (28 physical damage, +3% crit. chance, +8% crit. damage)
Dagger (28 physical damage, +49 attack)
Alchemist's Protective Handguards (+2 armor rune)
Guardian of Enasalin (+ enemy drops more coin rune)
Boots of Enasalin
Seneschal's Leather Strap
Ornate Amulet (+12 health, +29 attack)
Ring of Resilience
Carved Ring of the Vhenadahl (+19 attack, +2% crit. chance)

The only things I switched out were the Dagger for a Superior Dagger (same stats), and the Ring of Resilience for an Ornate Ring (+10 mana/stamina, +3% physical damage).

But just now I tried putting the Ring back on, and yes, all my stats went up. Is that how it's always worked?

#99
SuicidalBaby

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Is that how it's always worked?

yes

#100
Tommyspa

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A quick one, the last three times I got to "Following the Qun" (different play throughs) The conversation with the Arishok about Saemus not being there but at the chantry. The scene triggers twice upon walking up to the Arishok. (ps3)